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Dakota_Fanning
Hungary2335 Posts
On February 27 2012 20:27 Hairy wrote: Well that "rate of spending" graph didnt really turn out how I envisaged it to :/ my graphs are all wavy, even tough I'm pretty sure I'm consistently spending money. /shrug Yes, I agree, but that's just the true nature of how we spend resources. Even if you consider only the most simple task: building workers and nothing else. You sometimes add a new worker earlier (e.g. before the current one is ready), sometimes you even queue up a few workers. Other times you forget and you end up late with it... And now if you add all other resource consuming factors, it will not ever be straigth and consistent as you wish it to be...
You might decrease the granularity and you end up getting "thorns" when you spent resource on something, or you might increase it and you'll get sluggish graph showing you a "big picture" of how it changed over the course of the game.
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Dakota_Fanning
Hungary2335 Posts
A new Profile info operation is now available in the Parsing service.
With this API users can now query the live profile info of StarCraft II players. These include portrait, achievement points, favorite race, league wins, best leagues with division rank etc...
You can read the details on the Parsing Service page.
The Parsing service tester page has been updated to provide test interface for this new operation: Sc2gears Database Parsing Service Tester
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I had a think about the RSR graph, then a look at my replays, then a look at the RSR graph, and the RSR graph is definitely not working as described. Your update log states that "The displayed RSR values are per minute values (e.g. actual mineral or gas spending averaged to 1 minute)", yet my graphs routinely dive down to 0 spending, even mid/lategame, when I have definitely spent money in the last minute. If anything it looks like the graph looks like a timeline of spending, not the RATE of spending over the last 60 seconds.
The actions performed at the start of a recent replay (9 OL, 12 pool, 15 OL):
0:02 Drone 0:19 Drone 0:28 Drone 0:47 Overlord 0:57 Drone 1:14 Drone 1:15 Drone 1:39 Spawning Pool 1:46 Drone 1:52 Drone 1:59 Drone 2:05 Drone 2:20 Overlord
The resulting RSR graph for this time period, generated by SC2Gears, is shown below in RED. In the picture I have adjusted the graph scale on the left, and have also plotted lines of what resource spending rate should look like if set to 60 seconds ([yellow]YELLOW[/yellow]), or 30 seconds (BLUE)
![[image loading]](http://i.imgur.com/EASTr.png)
As you can see, the graphs I did manually look very different from what the RSR graph displays currently. The graph above was zoomed in somewhat (so I could manually plot via paint!), but when looking at the RSR graph for a full game I believe that dips in the spending rate should expose slips in macro, and towards lategame a gradual decline in RSR would expose a decreasing income - revealing if you may not be expanding enough etc.
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Dakota_Fanning
Hungary2335 Posts
On February 28 2012 20:43 Hairy wrote:I had a think about the RSR graph, then a look at my replays, then a look at the RSR graph, and the RSR graph is definitely not working as described. Your update log states that "The displayed RSR values are per minute values (e.g. actual mineral or gas spending averaged to 1 minute)", yet my graphs routinely dive down to 0 spending, even mid/lategame, when I have definitely spent money in the last minute. If anything it looks like the graph looks like a timeline of spending, not the RATE of spending over the last 60 seconds. The actions performed at the start of a recent replay (9 OL, 12 pool, 15 OL): 0:02 Drone 0:19 Drone 0:28 Drone 0:47 Overlord 0:57 Drone 1:14 Drone 1:15 Drone 1:39 Spawning Pool 1:46 Drone 1:52 Drone 1:59 Drone 2:05 Drone 2:20 Overlord The resulting RSR graph for this time period, generated by SC2Gears, is shown below in RED. In the picture I have adjusted the graph scale on the left, and have also plotted lines of what resource spending rate should look like if set to 60 seconds ([yellow]YELLOW[/yellow]), or 30 seconds ( BLUE) ![[image loading]](http://i.imgur.com/EASTr.png) As you can see, the graphs I did manually look very different from what the RSR graph displays currently. The graph above was zoomed in somewhat (so I could manually plot via paint!), but when looking at the RSR graph for a full game I believe that dips in the spending rate should expose slips in macro, and towards lategame a gradual decline in RSR would expose a decreasing income - revealing if you may not be expanding enough etc. I think you misunderstood what the RSR means. Its measurement unit is 1/min but that doesn't mean its data points are calculated for whole minutes. The measurement unit 1/min means that if the spending rate would not change for a whole minute, the value would show how many would you spend over a minute.
The granularity is specified by the "granularity" param over the chart. This tells the time window for the data points. For example if your chart is 600 pixels wide and if it's 10 minute long (600 seconds), then with the default granularity (20 pixels) the time window for chart segments is 20 * 600 / 600 = 20 seconds. Resource spending will be calculated and averaged for every 20 seconds in this example.
The chart is not a step chart (like what you draw) because the graph shows the average resource spending rate at any given time, not the amount of resources spent in a 1 minute interval around a specific point.
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On February 28 2012 21:08 Dakota_Fanning wrote:Show nested quote +On February 28 2012 20:43 Hairy wrote:I had a think about the RSR graph, then a look at my replays, then a look at the RSR graph, and the RSR graph is definitely not working as described. Your update log states that "The displayed RSR values are per minute values (e.g. actual mineral or gas spending averaged to 1 minute)", yet my graphs routinely dive down to 0 spending, even mid/lategame, when I have definitely spent money in the last minute. If anything it looks like the graph looks like a timeline of spending, not the RATE of spending over the last 60 seconds. The actions performed at the start of a recent replay (9 OL, 12 pool, 15 OL): 0:02 Drone 0:19 Drone 0:28 Drone 0:47 Overlord 0:57 Drone 1:14 Drone 1:15 Drone 1:39 Spawning Pool 1:46 Drone 1:52 Drone 1:59 Drone 2:05 Drone 2:20 Overlord The resulting RSR graph for this time period, generated by SC2Gears, is shown below in RED. In the picture I have adjusted the graph scale on the left, and have also plotted lines of what resource spending rate should look like if set to 60 seconds ([yellow]YELLOW[/yellow]), or 30 seconds ( BLUE) ![[image loading]](http://i.imgur.com/EASTr.png) As you can see, the graphs I did manually look very different from what the RSR graph displays currently. The graph above was zoomed in somewhat (so I could manually plot via paint!), but when looking at the RSR graph for a full game I believe that dips in the spending rate should expose slips in macro, and towards lategame a gradual decline in RSR would expose a decreasing income - revealing if you may not be expanding enough etc. I think you misunderstood what the RSR means. Its measurement unit is 1/min but that doesn't mean its data points are calculated for whole minutes. The measurement unit 1/min means that if the spending rate would not change for a whole minute, the value would show how many would you spend over a minute. The granularity is specified by the "granularity" param over the chart. This tells the time window for the data points. For example if your chart is 600 pixels wide and if it's 10 minute long (600 seconds), then with the default granularity (20 pixels) the time window for chart segments is 20 * 600 / 600 = 20 seconds. Resource spending will be calculated and averaged for every 20 seconds in this example. The chart is not a step chart (like what you draw) because the graph shows the average resource spending rate at any given time, not the amount of resources spent in a 1 minute interval around a specific point. I agree I definitely don't understand your interpretation of what I described as the RSR graph, yes. I imagined a graph displaying the number of resources that had been spent over the last 30/45/60 seconds. If spend less for a while it will dive down, because the number of resources spent in the last 60 seconds will decrease.
The graph SC2Gears currently produces just doesn't make sense to me. Here is another screenshot of the same graph I used before. It is a 10 minute long game, zoomed in x4, with granularity 20 (default) . The screenshot is the bottom left corner of the graph, which covers the first ~minute of the game, where I make three drones then an overlord:
![[image loading]](http://i.imgur.com/qa1ke.png)
At 0:02 I make a drone; 50 minerals. Your graph tells me that at 0:02 my RSR is 1761.
"The measurement unit 1/min means that if the spending rate would not change for a whole minute, the value would show how many would you spend over a minute" So your graph tells me that if my spending rate is maintained at the rate it is at 0:02 for a full minute, I would spend 1761 minerals. Am I understanding this correctly? That's enough resources for 35 drones!
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Dakota_Fanning
Hungary2335 Posts
On February 28 2012 22:02 Hairy wrote:Show nested quote +On February 28 2012 21:08 Dakota_Fanning wrote:On February 28 2012 20:43 Hairy wrote:I had a think about the RSR graph, then a look at my replays, then a look at the RSR graph, and the RSR graph is definitely not working as described. Your update log states that "The displayed RSR values are per minute values (e.g. actual mineral or gas spending averaged to 1 minute)", yet my graphs routinely dive down to 0 spending, even mid/lategame, when I have definitely spent money in the last minute. If anything it looks like the graph looks like a timeline of spending, not the RATE of spending over the last 60 seconds. The actions performed at the start of a recent replay (9 OL, 12 pool, 15 OL): 0:02 Drone 0:19 Drone 0:28 Drone 0:47 Overlord 0:57 Drone 1:14 Drone 1:15 Drone 1:39 Spawning Pool 1:46 Drone 1:52 Drone 1:59 Drone 2:05 Drone 2:20 Overlord The resulting RSR graph for this time period, generated by SC2Gears, is shown below in RED. In the picture I have adjusted the graph scale on the left, and have also plotted lines of what resource spending rate should look like if set to 60 seconds ([yellow]YELLOW[/yellow]), or 30 seconds ( BLUE) ![[image loading]](http://i.imgur.com/EASTr.png) As you can see, the graphs I did manually look very different from what the RSR graph displays currently. The graph above was zoomed in somewhat (so I could manually plot via paint!), but when looking at the RSR graph for a full game I believe that dips in the spending rate should expose slips in macro, and towards lategame a gradual decline in RSR would expose a decreasing income - revealing if you may not be expanding enough etc. I think you misunderstood what the RSR means. Its measurement unit is 1/min but that doesn't mean its data points are calculated for whole minutes. The measurement unit 1/min means that if the spending rate would not change for a whole minute, the value would show how many would you spend over a minute. The granularity is specified by the "granularity" param over the chart. This tells the time window for the data points. For example if your chart is 600 pixels wide and if it's 10 minute long (600 seconds), then with the default granularity (20 pixels) the time window for chart segments is 20 * 600 / 600 = 20 seconds. Resource spending will be calculated and averaged for every 20 seconds in this example. The chart is not a step chart (like what you draw) because the graph shows the average resource spending rate at any given time, not the amount of resources spent in a 1 minute interval around a specific point. I agree I definitely don't understand your interpretation of what I described as the RSR graph, yes. I imagined a graph displaying the number of resources that had been spent over the last 30/45/60 seconds. If spend less for a while it will dive down, because the number of resources spent in the last 60 seconds will decrease. The graph SC2Gears currently produces just doesn't make sense to me. Here is another screenshot of the same graph I used before. It is a 10 minute long game, zoomed in x4, with granularity 20 (default) . The screenshot is the bottom left corner of the graph, which covers the first ~minute of the game, where I make three drones then an overlord: ![[image loading]](http://i.imgur.com/qa1ke.png) At 0:02 I make a drone; 50 minerals. Your graph tells me that at 0:02 my RSR is 1761. Show nested quote +"The measurement unit 1/min means that if the spending rate would not change for a whole minute, the value would show how many would you spend over a minute" So your graph tells me that if my spending rate is maintained at the rate it is at 0:02 for a full minute, I would spend 1761 minerals. Am I understanding this correctly? That's enough resources for 35 drones! That is correct. But keep in mind that the granularity is defined in pixels. If you zoom the chart 4x, the same granularity (20 pixels) will cover one fourth of the time window it does unzoomed. So in your example the 1761 rsr value would be averaged for a 5 second period (if your game would be 10 min long and your chart area would be 600 pixels wide - which we don't know based on the info and screenshot you provided).
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Dakota_Fanning
Hungary2335 Posts
Actually we know the size of your chart, it's around 1600 pixel. So a rough estimation:
1 pixel is 10 min / 1600 = 600 seconds / 1600 = 0.375 seconds. Your granularity is 20 pixels => 20 pixels * 10 min / 1600 pixels = 20 * 600 sec / 1600 = 7.5 seconds You zoomed the chart 4x => 7.5 sec / 4 = 1.875 seconds
A chart segment is 1.875 seconds = 0.0315 minutes. A drone is trained => 50 minerals
RSR for this segment = 50 minerals/0.0315 min = 1587/min. This estimation is pretty close to what you see in the chart.
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The "Resource Spending Rate" (RSR) graph doesn't actually track the rate that resources are being spent then. What you implemented is a graph tracking spending itself! But you gave it weird units With a little tweaking I think this will be REALLY useful.
Instead of just telling us how much we spent in a segment, you are telling us the amount we would spend in a minute if we continue to spend resources at the same rate we did during that segment. Just show us the first number! It will make the exact same graph, but the values will be far easier to understand.
What you are doing is saying:
If a player spends 50 minerals in a 10 second period, then I will give him an RSR value of 50 However, the unit of RSR should be resources per 60 seconds, not resources per 10 seconds Therefore, I will multiply my previous RSR value by 6 to get my final value: 300 RSR I will then graph these values.
Instead of doing: score for this segment = 50 minerals/0.0315 min = 1587 RSR would it not make more sense to simply say: score for this segment = 50 minerals Graph that instead! :D + Show Spoiler +it took a really long time to manage to articulate this post lol
EDIT: it may also make sense to use a bar chart for this, rather than a line graph
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Dakota_Fanning
Hungary2335 Posts
On February 28 2012 22:58 Hairy wrote:The "Resource Spending Rate" (RSR) graph doesn't actually track the rate that resources are being spent then. What you implemented is a graph tracking spending itself! But you gave it weird units  With a little tweaking I think this will be REALLY useful. Instead of just telling us how much we spent in a segment, you are telling us the amount we would spend in a minute if we continue to spend resources at the same rate we did during that segment. Just show us the first number! It will make the exact same graph, but the values will be far easier to understand. What you are doing is saying: If a player spends 50 minerals in a 10 second period, then I will give him an RSR value of 50 However, the unit of RSR should be resources per 60 seconds, not resources per 10 seconds Therefore, I will multiply my previous RSR value by 6 to get my final value: 300 RSR I will then graph these values. Instead of doing: score for this segment = 50 minerals/0.0315 min = 1587 RSRwould it not make more sense to simply say: score for this segment = 50 mineralsGraph that instead! :D + Show Spoiler +it took a really long time to manage to articulate this post lol EDIT: it may also make sense to use a bar chart for this, rather than a line graph I think you are thinking differnetly, but this is in no way unusal.
Let's take the most basic and fundamental chart everyone knows: APM
The APM chart displays and works exactly the same way as this chart, the only difference is that the APM chart shows your action issuing speed, while this chart shows your resource spending speed. And the APM chart shows axis labels as actions/minute, and the RSR chart shows axis labels as resources/minute.
Although I agree that what you propose/suggest would also be interesting and useful.
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On February 29 2012 01:03 Dakota_Fanning wrote:Show nested quote +On February 28 2012 22:58 Hairy wrote:The "Resource Spending Rate" (RSR) graph doesn't actually track the rate that resources are being spent then. What you implemented is a graph tracking spending itself! But you gave it weird units  With a little tweaking I think this will be REALLY useful. Instead of just telling us how much we spent in a segment, you are telling us the amount we would spend in a minute if we continue to spend resources at the same rate we did during that segment. Just show us the first number! It will make the exact same graph, but the values will be far easier to understand. What you are doing is saying: If a player spends 50 minerals in a 10 second period, then I will give him an RSR value of 50 However, the unit of RSR should be resources per 60 seconds, not resources per 10 seconds Therefore, I will multiply my previous RSR value by 6 to get my final value: 300 RSR I will then graph these values. Instead of doing: score for this segment = 50 minerals/0.0315 min = 1587 RSRwould it not make more sense to simply say: score for this segment = 50 mineralsGraph that instead! :D + Show Spoiler +it took a really long time to manage to articulate this post lol EDIT: it may also make sense to use a bar chart for this, rather than a line graph I think you are thinking differnetly, but this is in no way unusal. Let's take the most basic and fundamental chart everyone knows: APM The APM chart displays and works exactly the same way as this chart, the only difference is that the APM chart shows your action issuing speed, while this chart shows your resource spending speed. And the APM chart shows axis labels as actions/minute, and the RSR chart shows axis labels as resources/minute. Although I agree that what you propose/suggest would also be interesting and useful. I agree that method makes sense for APM, because you are trying to relate everything back to actions-per-minute. I don't want to see how many actions I did in that time period; I want to see what my APM was in that period. If you do <X> number of actions in a 5 second period, it seems sensible to say you have Y APM ( X * 12 ) .
With spending though, it seems weird to make 1 drone and for the graph to show I have "1587" RSR. Maybe it's just me, but personally I don't think that's a sensible value. I would much rather just see the explicit value how much I had spent for that segment.
Are you changing/making a new graph then? :D A bar graph of 10-15 second intervals showing resources spent for each period would be super awesome! I look forward to seeing very much.
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The last few patches I have gotten for Sc2gears have been unable to complete through the updater and I had to download them from the site. It will start the updates, but only get to about 3 or 4 percent then just stop. It does the same thing with my old version I had or with newer versions I downloaded from the website. Any ideas on what is up?
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Dakota_Fanning
Hungary2335 Posts
On February 29 2012 09:02 Rkie wrote: The last few patches I have gotten for Sc2gears have been unable to complete through the updater and I had to download them from the site. It will start the updates, but only get to about 3 or 4 percent then just stop. It does the same thing with my old version I had or with newer versions I downloaded from the website. Any ideas on what is up? If the download starts and stops at 3-4%, then it's not the fault of Sc2gears or the updater. It's most likely the download server hosting the archive, currently it's Mediafire. So my guess is that you have issues with Mediafire...
...wait but then you wouldn't be able to download it from the website either! Did you download it using the main dl link or the mirror?
And did you change the network proxy settings in Sc2gears? Maybe you have proxy settings in your browser?
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Dakota_Fanning
Hungary2335 Posts
On February 29 2012 06:18 Hairy wrote:Show nested quote +On February 29 2012 01:03 Dakota_Fanning wrote:On February 28 2012 22:58 Hairy wrote:The "Resource Spending Rate" (RSR) graph doesn't actually track the rate that resources are being spent then. What you implemented is a graph tracking spending itself! But you gave it weird units  With a little tweaking I think this will be REALLY useful. Instead of just telling us how much we spent in a segment, you are telling us the amount we would spend in a minute if we continue to spend resources at the same rate we did during that segment. Just show us the first number! It will make the exact same graph, but the values will be far easier to understand. What you are doing is saying: If a player spends 50 minerals in a 10 second period, then I will give him an RSR value of 50 However, the unit of RSR should be resources per 60 seconds, not resources per 10 seconds Therefore, I will multiply my previous RSR value by 6 to get my final value: 300 RSR I will then graph these values. Instead of doing: score for this segment = 50 minerals/0.0315 min = 1587 RSRwould it not make more sense to simply say: score for this segment = 50 mineralsGraph that instead! :D + Show Spoiler +it took a really long time to manage to articulate this post lol EDIT: it may also make sense to use a bar chart for this, rather than a line graph I think you are thinking differnetly, but this is in no way unusal. Let's take the most basic and fundamental chart everyone knows: APM The APM chart displays and works exactly the same way as this chart, the only difference is that the APM chart shows your action issuing speed, while this chart shows your resource spending speed. And the APM chart shows axis labels as actions/minute, and the RSR chart shows axis labels as resources/minute. Although I agree that what you propose/suggest would also be interesting and useful. I agree that method makes sense for APM, because you are trying to relate everything back to actions-per-minute. I don't want to see how many actions I did in that time period; I want to see what my APM was in that period. If you do <X> number of actions in a 5 second period, it seems sensible to say you have Y APM ( X * 12 ) . With spending though, it seems weird to make 1 drone and for the graph to show I have "1587" RSR. Maybe it's just me, but personally I don't think that's a sensible value. I would much rather just see the explicit value how much I had spent for that segment. Are you changing/making a new graph then? :D A bar graph of 10-15 second intervals showing resources spent for each period would be super awesome! I look forward to seeing very much. I plan to make something out of it...
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I don't know if you know about this or not, but I can't seem to rename replays of the new patch.
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Dakota_Fanning
Hungary2335 Posts
On March 06 2012 12:15 Gemini_19 wrote: I don't know if you know about this or not, but I can't seem to rename replays of the new patch. It works flawlessly for me. Can you send me replays where it fails for you? Also please post the name template you try to apply. Also you can check the logs why it fails.
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Hey,
I think the multi-replay analysis/Maps tab shows missleading data. Let me illustrate it by an example: 7 games total, 40% 1v1 P win %, 100% 1v1 T win %, 66% 1v1 Z win %.
2 PvZ lost 1 PvZ won 1 PvT lost 2 PvP won 1 PvP lost
I can see three reasonable questions: a) How many games did I win in PvP? 2/3 ~= 66% of my PvPs. b) How many games did I win in PvX? 3/7 ~= 43%. Which is currently shown, unless I am mistaken. c) How many games did any P win? 4/7 ~= 57%.
I suppose most people want to see how they are doing, thus a). Futhermore c) is interesting too. b) however is imho confusing, since it shows your wins against all races, so your PvZ and PvT wins are also included.
I suggest to have the following columns instead:
your total win % your PvP win %, your PvT win %, your PvZ win %, your TvT win %, your TvP win %, your TvZ win %, your ZvZ win %, your ZvP win %, your ZvT win %, total P win %, total T win %, total Z win %
or as an alternative add a button: "limit win % to your games"/"show total win %".
Thank you for your consideration.
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Dakota_Fanning
Hungary2335 Posts
On March 07 2012 01:51 kmkkmk wrote: Hey,
I think the multi-replay analysis/Maps tab shows missleading data. Let me illustrate it by an example: 7 games total, 40% 1v1 P win %, 100% 1v1 T win %, 66% 1v1 Z win %.
2 PvZ lost 1 PvZ won 1 PvT lost 2 PvP won 1 PvP lost
I can see three reasonable questions: a) How many games did I win in PvP? 2/3 ~= 66% of my PvPs. b) How many games did I win in PvX? 3/7 ~= 43%. Which is currently shown, unless I am mistaken. c) How many games did any P win? 4/7 ~= 57%.
I suppose most people want to see how they are doing, thus a). Futhermore c) is interesting too. b) however is imho confusing, since it shows your wins against all races, so your PvZ and PvT wins are also included.
I suggest to have the following columns instead:
your total win % your PvP win %, your PvT win %, your PvZ win %, your TvT win %, your TvP win %, your TvZ win %, your ZvZ win %, your ZvP win %, your ZvT win %, total P win %, total T win %, total Z win %
or as an alternative add a button: "limit win % to your games"/"show total win %".
Thank you for your consideration.
All your questions are answered. Just double click on your name on the Players tab, and you get much-much more statistics all applied only to your name.
The Players, Maps, Build orders, Charts etc. tabs are calculated for all palyers found in all the input replays.
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On March 06 2012 15:19 Dakota_Fanning wrote:Show nested quote +On March 06 2012 12:15 Gemini_19 wrote: I don't know if you know about this or not, but I can't seem to rename replays of the new patch. It works flawlessly for me. Can you send me replays where it fails for you? Also please post the name template you try to apply. Also you can check the logs why it fails.
When I attempt to rename the replays nothing shows up in the preview part, and when I click the rename button it says that they could not be renamed, however the ones that could be renamed end up being renamed.
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On February 29 2012 15:19 Dakota_Fanning wrote:Show nested quote +On February 29 2012 09:02 Rkie wrote: The last few patches I have gotten for Sc2gears have been unable to complete through the updater and I had to download them from the site. It will start the updates, but only get to about 3 or 4 percent then just stop. It does the same thing with my old version I had or with newer versions I downloaded from the website. Any ideas on what is up? If the download starts and stops at 3-4%, then it's not the fault of Sc2gears or the updater. It's most likely the download server hosting the archive, currently it's Mediafire. So my guess is that you have issues with Mediafire... ...wait but then you wouldn't be able to download it from the website either! Did you download it using the main dl link or the mirror? And did you change the network proxy settings in Sc2gears? Maybe you have proxy settings in your browser? No, I have the same issue.
![[image loading]](http://i.imgur.com/utbPc.png) x infinity
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Dakota_Fanning
Hungary2335 Posts
On March 07 2012 11:26 Pokebunny wrote:Show nested quote +On February 29 2012 15:19 Dakota_Fanning wrote:On February 29 2012 09:02 Rkie wrote: The last few patches I have gotten for Sc2gears have been unable to complete through the updater and I had to download them from the site. It will start the updates, but only get to about 3 or 4 percent then just stop. It does the same thing with my old version I had or with newer versions I downloaded from the website. Any ideas on what is up? If the download starts and stops at 3-4%, then it's not the fault of Sc2gears or the updater. It's most likely the download server hosting the archive, currently it's Mediafire. So my guess is that you have issues with Mediafire... ...wait but then you wouldn't be able to download it from the website either! Did you download it using the main dl link or the mirror? And did you change the network proxy settings in Sc2gears? Maybe you have proxy settings in your browser? No, I have the same issue. x infinity A few days ago I switched to dropbox because my Mediafire acc used all available bandwidth... Do you experience issues with dropbox?
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